#ue4-general
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@outer island well either you question doesn't make sense or nobody knows
there is a tiling options under TexCoord material node
that's probably not what you're looking for tho
@paper kernel I can try and explain what I mean if you have ever used unity, have you?
Anyone else having issues with 4.20.2? I only upgraded about 30 minutes ago and I've already had 2 complete freezes and my project got stuck loading
I'm going to go back to 4.20.1 probably, been on that for several weeks now and it's been fine
Had almost 0 problems, but 4.20.2 - oooo boi
Hello
I have a strange question. Has anyone ever had assets in the editor not move, as if they are snapping, but snapping settings are not turned on. I even turned all of them on and off again to try and clear them. It seems that all assets already placed are not moving (no levels are locked) and new assets brought in from the CB are snapping to the origin. I am sure I may have fat-fingered something, but not sure other than the settings where this option might be. I have restarted the project and I am now building to see if that changes anything, but would appreciate any advice as little can be found online.
yee we recently had
but i was our fault
the game was running...
and
you have this with construction script
you cannot shut constriction script out while firing it
Game isnt running, I checked that, too. In case I accidently did that.
any other suggestions, before I migrate the project?
lol figured it out, when I was using my tablet i think it changed the snap size on the tablet's wheel menu to 10K
How do i install gamesparks sdk from marketplace for ue4.19 it is only compatible with ue4.18
you'd need to wait for 4.19 update
I have a feeling 4.20.3 won't be out until several weeks from now
the 4.20.3 was renamed 15 days ago
but there are some changed idk if are correct
and this days with the Florence over the Epic HQ not sure of the updates will keep as today
HQ's closed Thursday/Friday. People can work from home, assuming they have power and connection, but... we'll see.
I'm not even in the region, so as long as I can connect to certain critical services, I should be able to keep working.
hey sorry to ask here but i have no idea where else to ask, i have just moved house and have a condenser mic with a desk mount arm, the mic 'was' attached but the movement guys have detatched it, there are 2 ties and it looks like i need a degree in rocket science to figure out where all the damn ties go
well theres 2 ties, its one of those isolated mics if that makes sense, i've spent 2 hours with the bloody thing and im gonna throw it out in a minute im so frustrated with it already, i cannot see a way how these 2 things were ever attached
I mean, you could ask in #lounge, which is off-topic.
It's definitely not #ue4-general material.
there is no english word for the device either
you work at Epic ? @livid haven
(i use it for voice recording in unreal)
Yes. I thought we covered this like half a dozen times before, Hev. ๐ค
No biggie, just surprised you didn't know.
yeh its this thing, the mic sits inside and is held with 2 hairband style ties
but fuckknows how i've spent 2 hours so far trying
and im about to throw it out the bloody window
No clue man. But again, you're not gonna find much help in #ue4-general for assembling your microphone.
but what are you ? tools programer or ?
I've been working on UI for Fortnite for about 3 - 4 years.
And worked mostly on localization and other editor tech for about 2 - 3 years before that.
yeh i can't find anyone anywhere who knows ah well ima junk it its useless now anyway
oh UI okays
cheers though, figured its one of those contraptions that once deconstructed only a factory can put back together
I wouldn't imagine that to be the case, Chaoss, but it sounds like a very spatial/visual/physical/tactile thing to try to resolve over text.
we (he) managed to do it
i accidently edited some editor content (the skybox) and now every project i load has this problem, is there any way to fix this?
Repair the engine in the launcher
ty
I'm currently working in the sequence editor, and everytime I try to save it makes me "save as" and after saving everything I have inside the sequencer as to be readded to the shot
Hi, I have a very simple question, what version of C++ does unreal engine use? C++11, 14, or 17?
I don't have it installed yet but just wondering
It's kinda custom
Iirc it uses C++11, but restricted to a certain set of features by the coding guidelines
But also UHT (unreal header tool) provides an "extension" to C++ that UE4 uses, so you will be able to use some additional features which are not part of the language itself
Reflection and such
hey guys
is this normal ?
my Unreal has been stoping a lot
like stopped working
idk why
when i started using it
nothing
now
it just randomly
when i put new assets
or look for assets
then starts working again
or freezes my computer completely
slowly making it all much slower
is that actually 3d? it just looks like paintings on cards to me
ye
which is really not that impressive (though it is nice)
rly pretty though
link me to the video
I hope everyone is safe from the hurricane.
+1
Don't do this.
free shower
hey guys, im having a bit of a problem with a plugin
i got early access to the voxel farm plugin v4.19 but when i try to add it
i keep getting errors saying that its missing binaries
does anyne have any ideas how to fix this?
how to send STRING from actor to widget?
@viral herald A voxel question! Ask Miguel Cepero of voxel farm. He should be able to help. On twitter.
His website also has a lot of resources for such questions.
Ok thanks man
any way to 'get' active input/output device name used by a running client?
hello perps. Im not sure what to search on google for this but how do i make the camera stay on one spot so i can see my character move around without the camera following it (using thirdperson atm) but the camera will start following the player once they start getting close to the border of the view (example: player starts to get to the right side of view so camera moves to right side)
@uneven fractal if you're referring to my previous question I think I got it right now thanks to the help of floyd
not really hard
just annoying as heck
In my case I've had a server side only actor
and I had to get information to a widget which is client side only
ended up involving a bunch of files just for a few variables
any idea if deleting the cache in C:\Users\MyUser\AppData\Local\UnrealEngine can cause any problems? my SSD is dying
What type of work? Art? Coding?
My first recommendation is grammar and punctuation so it's easier to parse your questions. ๐
I don't know much about the artist community on here, but there are definitely forums better suited to feedback on art of all sorts.
Polycount is the first one that comes to mind, but I'm not an artist.
there is the #work-in-progress section where people share ue4 WIP's they have its a fine place to share
@high stone I have no idea how to check if it's maxed out but I have a 16 GB RAM and the file is about 2 GB atm
it has 16 GBs left but they keep decreasing every day from caches and windows updates even if keep cleaning them regularly
Ctrl+Alt+Del check your ram. Right click check your ssd space.
Ah. Yeah sounds like a few possible scenarios.
it's at 30% so I doubt that I need page swapping
I should probably get a new SSD but I won't be able for a while
Right click your computer icon. Properties>Advanced System Settings>Advanced>Virtual Memory
@obtuse egret Come now, that's a bit over dramatic. I gave you a really mild ribbing for the grammar and punctuation, but actually also gave you useful information. Nothing mean spirited.
Need to see your total paging size.
Total paging file size for all drives is 2.4 GBs
It should only be on one drive.
it's only on the C drive
Click on your C drive.
(It's actually vaguely difficult following who's who with REdstar0, REsImpact, and REar6 all back to back - woops.)
hahaha sorry
How much space is available?
Not a serious complaint, just funny.
16.3 GBs
Do you have no paging file clicked?
it was 21 like 2 weeks ago
wait I can't follow you sorry
the pagefile.sys in C:/ is 2.5 GBs almost
Advanced>Virtual Memory is No Paging File clicked on? Which of the options is on?
First how old is your SSD?
2015~2016 I think
Ok, click the no paging file box. Restart PC and see if that fixes the problem.
Also... Make sure you have 50-100gb free on your SSD.
it's impossible almost
How much space do you have on the SSD?
every time I free it it gets filled up in a few weeks
128 GBs
I don't even install anything there
Win10?
Yep it does that. It install malware... err extra crap. You probably want to upgrade to a 512 SSD. Try the no paging file option. It may solve problems for the time being.
I've built several PCs and 128gb is not enough anymore. 200gb minimum.
If you find that your SSD is getting filled up by random stuff like that that you'd prefer on a different drive, symbolic links across another drive work well.
If you have 16gb for example you need 32gb of free space on the drive.
32gb in my case turned into 64gb.
Not for the page file, but for any kind of cruft that tends to accumulate like, supposedly, Windows update mentioned earlier (I can't attest to that)
Depends what you have the page file do.
Developer programs will make more special usage of ram and hard drive space for baking in data.
half of the programs I have are sym linked to my HDD
Try the no page file option. Worst case scenario you switch back to system managed memory.
only drivers and visual studio are on the SSD atm
It won't affect your PC in any major ways. It just prevents certain programs (almost always dev based) from running over the limit.
I think I need a 512 yeah but it's out of budget atm unfortunately
I think they are $100?
Like I said. Try that first. If you still have problems. Check for malware, and finally check to make sure the drive is functioning properly. Make sure it's not running SSD software protection that is going overboard. Magician Samsung is notorious for it.
You'll have to restart your PC to flush the RAM on the SSD in use.
Then if it's still a problem, not malware, not some software running amok. You just need a larger drive or get the software to dump the pagefile.sys into another, larger hdd.
tbh 128 is hardly enough I need to upgrade anyway
Aye. I'm rocking 256gb.
256 would be fine I think
the only thing I need on the SSD is the OS, VS and UE4 anyway
WDS500G2B0A 500gb SSD, $94. I remember when these suckers went for $500.
they are kinda affordable actually but I was thinking of an m.2
that is what I have now
You can skip an M.2. They speed is rarely used and they have a tendency to melt.
I have a 2 TB HDD so I don't feel like replacing that for a 256 SSD
I'm using a laptop so those are the only 2 option unfortunately
They have 6tbs dirt cheap and they go all the way up to 14tb. Storage is getting ridiculous. I hope that option fixed it.
(:
@livid haven you're fine bro nothing over dramatic
Anyone know how to do client side objects, so only 1 player can see
for example if player completed value = true then object visible for that player?
omg its so cool
Hey all, not 100% sure where to ask this, but my Unreal is causing my whole machine to freeze up when I try debug in Standalone mode with 2 clients:
It seems to spawn off a hell of a lot of these CrashReportClients that hog a lot of CPU
I would've fixed the crashes
Not sure what's the cause, but maybe you have uncaught exceptions
I would fix the crashes but there aren't any...
can anyone give me a hand getting that running on 4.20?
getting those errors atm
@kind briar you need to contact the maker of that
Im not the maker
@kindred mountain is the person who created this
gday all
my editor is being a spastic and crashing everytime I click to apply an animation blueprint to a skeletal mesh
anyone know how to get it to stop being a spastic cunt?
sounds like your animbp has issue
granted, it doesn't have the safeguards regular blueprints have
it was working perfectly fine before
^ what people always say before it breaks
"my fridge broke, was working fine before"
What's the crash
editor is crashing when I click to set an animation blueprint on a skeletal mesh
doesnt even get to the selection, immediately crashes
I mean what's the error message you get
You do not have any debugging symbols required to display the callstack for this crash.
project folder -> saved -> logs -> latestfile
Hm, that at least sounds like UE4 crashes cause of UE4 code
You should install debug symboles though, just in case :D
Helps debugging in the future
super annoying just lost hours of work
ok the editor is causing it
I can manually change the animation blueprint on the skeletal meshes in the map
but cant change them on the blueprint
what a fucking cunt of a thing
hey has anyone modified the ue4 skybox to a custom texture?
Welp, I am officially starting to learn UE4 today. Coming from Source, this is going to be weird and overwhelming. ๐
good luck!
And, you'll do great things, @plush yew!
ok I just loaded up a backup of my work
and the editor does the same crash
if you even try to change the animation blueprint
you cant change it back
the editor wont let me
it crashes every time
I cant do any more work until this issue is fixed
anyone know how to get in contact with someone from the unreal team?
awnserhub
aw thank you @elfin jacinth @fierce tulip
@plain laurel with the debug symbols you can get a detailed report, and use the bug report system to explain the issue along with the report.
That will help the dev's finding the issue.
since its such a vague crash there isnt much we or them can do unless you provide them with that report and any/all data you can find.
In the mean time find something else you can do for your project, and hope it gets fixed on a later date. (or recreate it from scratch and see if it still crashes)
#JustAnAverageDayInGamedevLand
I copied the code from my project and pasted it into the event graph of an earlier backup
hopefully that fixes it
I dont know how to set up debug symbols its the first I've heard of them
when you (re)install the engine, you can enable and disable some options like content examples, additional tools, and one of them is the debug symbols
take up quite a few gb
but it can be worth it during problems like yours
welp, I finally understood event dispatchers
took me 4 years
(should clarify, understood the benefit of having one)
Hey, I just reinstall system. how to tell EG Launcher where my files located?
well, I mean Engine too
during installing engine there should be an option to change that location
Yeah and it said "Directory not empty" and [install] button becomes disabled
does anyone have any experience with this ? https://forums.unrealengine.com/community/work-in-progress/17331-community-project-wip-weather-ocean-water-shader - i want to use only the ocean part. Trying to do my own lighting and the weather stuff i dont really need - and it wont let me bake the lighting at all
Welcome to the community created Ocean Simulation, Weather (WIP), and Dynamic TOD system!
The point of this project is twofold. First, it aims to provide a
https://www.youtube.com/watch?v=0_7UgQCCKD4
PHEAR mah gameplay example video :p
oh god its so bad
yea, was just explaining some very simple mechanic, and in next videos iterate on improving and changing those
oh right, I had a question: on scale of 1 to bad idea, should damage display system be done using separate widgets?
noooo clue :p
Hi guys can we make macromanagement game with UE? Is there a tutorial?
You didnt even moved the blocks!!!!
I doubt management games have tutorials really, every game is so different in that genre
@boreal night thats like asking if there is a tutorial to make simcity
need to take each task apart and split it into their smallest components and find tutorials for that
Or maybe total war games?
Not the part where they do battle
Only when managing settlement stuff
again
need to take each task apart and split it into their smallest components and find tutorials for that
economy management is much much harder than programming it, just a food for thought
Any Idea where or what to begin with?
Almost nothing :(
yea project like that would be way out of your skillscope
then start with simple tutorials, figure out how to make breakout or pong or whatever
Do you know about the RTS tutorial that came out 2 or 3 years ago
I'm doing okay with it
But it's not what I'm looking for
im not going to repeat myself again
make a game design document first, should give you a nice list you need to do
and when you know what you need to make, you can find a tutorial for it
but you have been warned, economy simulators are not for beginners
Luos said about tasks
same thing, different words
What are the tasks
i.e. for pong, you'll need to move the paddle up and down.
smaller tasks are, make paddle, make up/down movement, how does impact work in ue4 (research), etc etc
make paddle > learn 3d, break down into smaller steps again
(modeling, uv mapping, texturing, making a shader, etc)
Can't I start with framework instead?
For macromanagement game what would be the start?
watching all mathew wadstein videos.
Here!!!
That would be a proper start.
That's it!
No, I know it wont be easy
steps in the door to see all the new faces...
slaps kevin
no one in audio
can some answer me a question ?
this is saying hello
why isnt it playing the sound ?
any other things that might be wrong ?
heya @tiny prawn
where do i put 0 0 0 ?
not working
the audio component is not playing the sound but i know its being executed
if i just hear the sound it does play
and you dont think its a problem that this audio component is at 0 0 0?
no.. i just found the solution xD
i ticked auto activate
cause well
i saw a video
and this dude was using it
and he said that made it start by itself
youre redpending too much on tutorials XD
not the same with audio components i guess
watch more tutorials
well i got what i want working now ๐
not enough
what do you mean
that you will prolly discard tutorials now... until you get the next problem
you need to find solutions on your own at some point
well i kinda did xd
i put the blame on you.
actually the tutorial dint do much did worse xd but ik what you mean...
:-:
im having a weird problem btw
nothing about this
its this thing
happened
rly rly weird
i think its a glitch
copying?
and when i moved them to the next folder it duplicated the folders but not the files O.o
like copy paste
or move what ever
ye
the reason why you see empty folder is that unreal cant update the view
why duplicating stuff O.o
that is so wrong
all the refs will break
i am so confused.
and it duplicated the file i was moving
you moved a file inside a file? 
explain again from beginning
remco solves this.
Once upon a time, in a distant galaxy..
file
move back a little please
is not asset
how did you move a file to another file?
did you move in editor or in windows
those are folders
well?
xD
no its folders.
My story but with folders XD
okay so you moved a folder to another folder
ye
so you moved a folder into another folder
like inserting a folder into another folder?
you
I changed the name of 1
drag and drop?
yeh
a popup menu should appear: Move Folder or Duplicate
and there was already another folder with the same name?
yes and i clicked move folder
no
there was 1
GameSoundFX
i created a new file
so there was a GameSoundFX in the folder where you moved the other folder in to?
GameFX
a file or a folder??!
folder
say folder
I moved GameSoundFX inside GameFX
and it created a foulder named GameSoundFX inside GameFX and one outside
GameSoundFX Outside had more folders but no content
GameFX had GameSoundFX inside and had content
And now i cant delete what glitched XD
and that is a problem?
Example
you need to find out yes
i think he still needs to fix up redirectors
rightclick on top folder in content browser > fix up redirectors
see if that does anything
ok
waiting
did nothing
tried to delete
did nothing
xD
when i shut the project down
ima delete it from outside UE4
Thats an old issue with UE4, it doesnt delete folders
thx anyway xd
you'll have to do that from the Windows Explorer
Oh wait thats not all XD
There is more!?
im saying that inside GameFX it has the content right and i mean files
but
when i did it
Every file was also empty
they started popping up later XD
folder you mean?
duda thats also a known bug
rly ?
hmmm
its important to call the things by their names to avoid confusing, thats why humans started to name things in the first place
ye xd
then fix redirections
you are just doing it wrong XD
[horrible-advice]if it still doesn't work after that, the clusters may be broken of your HDD and needs to be magnetized again. you can do that by putting it in the microwave, 30min 300watts [/horrible-advice]
yea everyone knows its 40 minutes at 450 watts
Ok enough
we love questions.
How can I cast from 1 actor to another? I've got an ingame actor "bombplaced" trying to set a boolean from "bankdoor" to true and it's not working
@sullen wraith notice the ERROR ?
yeah but I can't seem to figure the correct connections for it :3
it wants a Object input
a object thats in the world, that it can cast to
Watch this: https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
doing server stuff but doest not know object cast
it will teach you about casting
okay so I have an issue where my BP preview displays something fine but the main viewport is acting up
yeah but what object?
also, doing a multiplayer with this knowledge level... I really advice against it
is coocked content the same for both develpopment and shipping or should I cook for shiiping too ?
watch the youtube video @sullen wraith , it will teach you about BP communications like casting
watched a bit of it before, most of it is about the player controller, im using two actors and it doesn't seem to be working for me :3
o.o
?
not replicated
ill show you
you see that
when the underwater sound plays it applies a mix
well maybe it isnt here
Does audio component
Can audio component be local ?
like not replicated
because when one player triggers it
only audio cues can
the others are hearing it
if others can hear it
then you playing it on the server
and not on the client
you need to play that on client
ok
hey anyone here not busy to help me with some trouble ? Xd
does anyone have a sonic 2d flipbook engine?
@everyone does anyone have a sonic 2d flipbook engine
sorry
ยฏ/(OvO)/ยฏ
lol
8K people
almost 17k apparently
im just trying to make this metroid sonic hybrid game
you tried it in 3 channels now
omg
Hi where can I go to get help with an issue I'm having inside the editor?
It's about sessions
yo
everything blink and the shader are really strange
someone know what going on?
I changed the near clip to 0 before getting to bed and forgot, this was the problem
hey guys
i dont know how to say it
but i want to try to add different body aprts with the same rig together
for a randomization kind of thing
is there a way to join them together?
yeah
@viral herald add multiple skeletal mesh to your actor
like this: (image incoming)
ok
make sure to use the set master pose component to make sure animation are sync
@viral herald this is what you ask for right ?
https://i.gyazo.com/1ddc61df2cf89daf51510401e7949fb8.png
if you just want to preview them in persona, can use this setup
"additional meshes"
๐
youre welcome
i like it
I always thought owl was she ๐คฆ
anyhow, back on the subject.... I mean, why didn't Epic expose that C++ part (merging part in runtime) to BP ?
afaik owl is an owl
@trim steeple "mesh merge" shows to be cheap in runtime
still look interesting depending on the project
setup cost is only one-time cost, right ?
not sure if by setup they mean the amount of effort or the one-time loading
i am owl
probably the one-time loading
(to merge and all the stuff)
@vale silo for me no morph target is a big deal
look the link
oh, I am just wondering about having modular characters in my game and I don't do C++
(and probably gory dismemberment too)
I would use the master pose component if I was use then
randomly generated one from the body parts (to create a crowd that doesn't quite look like clones)
hummmm
yep
you just need precision
but, at what cost ?
it's for mobile platform
because its all done at start.
is it?
how does your game work
the spawning of skeletal meshes with materials ofc costs
mobile VR to be precise, where drawcalls budget is low
it would be the same material with probably a large atlas texture
damn, good luck, that will be hard to have a big crowd with a mobile
but not impossible
low poly stuff
@static viper you actually need a lot of information to know the best options for sure
thats why i am asking...
How many people in the crowd?
maybe ~100 drawcalls in the view and maybe 2M tris in the view
yeah yeah, I did my mister obvious
motorsept i think you have great chances
keep the animations low and the lod high
then you can have small crowds
and shadows
just use capsule
oh, no shadows
fake blob shadows maybe, but no true dynamic shadows
for sure
thats what i meant
Hi
fake blob or capsule shadows are pretty cheap
should even run on super low end stuff
so, I wouldn't merge meshes on runtime and each character will be composed from several meshes ?
gear vr e.g
I don't recommend to merge as well
I enabled global clip plan and then I need to restart mt project, now it's on 45% forever :T
and have basic shapes preloaded
@tall pendant no shadows are supported on Gear VR / Oculus Go..
can you help me?
@vale silo Ohh really? i thought at least capsule shadows would work on those platform. Well then just use fake blobs ๐
@idle garden
@โฒโ OvO โ โฑ#0796 so, do I export skeletal pieces and when importing them use the same skeleton ?
45% means compiling
you have todo nothing
just wait
it will be ready some time soon
yes
same skeleton
master pose node in tick node
tho
fo crowd
you should use crowd control
you dont want them to be actors
I call it a "crowd" but it will be a handful of characters
thats ok
not like L4D2 crowds
just dont let them tick pose single
create one crowd system
this doesnt seem to be anything complex
so you can just control them all at once forever
I'd have to dig into that - I've only created simple AI, not crowds
btw, I can't seem to find docs on "master pose".. Are there any?
yeah, it's AI with Detour Controller
aye, thanks
can someone help me
@olive yew ask your question
I guess this is not the question xd
oh..
you have some mesh or you try to paint the grass ?
because you can't paint grass this way
if you want to paint grass (have no mesh basically) you'll need a more complex material
this is an example of what you try to achieve?
is it possible to make particle effects for UMG yet somehow?
i think there was a plugin for it, else need to wait till niagara is production ready
@fierce tulip I also remember a plugin for this
@opal coral @fierce tulip https://www.unrealengine.com/marketplace/uiparticleplugin
ahh yea that one
When you said wait untill niagara is out, that meant niagara will be able of this by default?
yups, its one of the most requested features hehe
they even talkabout it a little during on of the showcases
Yeah I just saw the big title and images of it, didn't read that much
May I ask a question that I could find my self, but I'm to lazy?
Honesty level 100
I'm fucking around with this grass on a world I built
this similar to what you had in mind?
you should tag the name of the guys
What going to happen to our actual particle effect, are they going to be convert or we going to keep the old system and like sequencer/matinee we will have the option?
there might a converter at some point, but even then you'll probably need to retweak things.
i'd suggest only moving over if you are still in the early stages of development you can switch over once its "stable" but else id stick with cascade as much as possible.
Can UE4 bake modular mesh/skel.mesh (where each piece has its own material and texture) into one mesh with single material and texture atlas? Or should I do that in 3D app ?
@trim steeple thanks, though unfortunately that's way over my budget for this. trying to get by with materials for now
perhaps it would be feasible to render a 3D particle system with a camera to a texture and use that ;/
@opal coral
Or you could having a dynamic widget with different opacity boxes
Like an emitter but constrained to two dimensions
Build powerful visual scripts without code.
this might help
Is there a way to use the rendering bounds of an actor for all its components?
I have a bunch of particles traveling along a spline but when they reach the end and the player can't see the startpoint they will not render until the player looks at the startpoint again
@sudden cradle you mean coding an emitter that emits images and simulate a real particle system, but for UMG?
@opal coral
More just creating something in widgets that displays images that have particle-like things on them an varies their opacity
so yeah pretty much
I probably won't end up re-inventing that much, as I don't know exactly what kinds of effects I'm looking for yet. I wanted to window-shop for GUI effects and try to discover the juice rather
Are there any production games which were only done using blueprints? I try to avoid C++ as much as possible.
Hey, I heard steam takes a 35% revenue share.. is that true? what about playstation/xbox sales?
If you wanna look for those games, you'll probably be looking at SP-only @coarse turtle
@coarse turtle the more complex logic/game mechanic you need... the harder it'll be to use blueprints
@fierce tulip thanks, I'm fine with the actual system and I'm about to release my game so it's not the good time for me :p
@proper stump I sorta disagree, blueprints can handle some really decent stuff, but it is expensive
so any complex mechanic should be shifted to c++ for optimisation
my workflow is do everything super fast in blueprints, find the bottlenecks and find solutions for them in c++
Can I use this in a 3D model I sell?
@plush yew do you own the model?
ye
cc0 means no copyright whatsoever. So yeah you could resell it: https://media.giphy.com/media/1M9fmo1WAFVK0/giphy.gif
@coarse turtle Snake Pass was all blueprints up to a certain point (they had an interview and said they were gonna move some systems into C++). yeah here it is, it was all blueprints at this point: https://www.youtube.com/watch?v=tqczzzNAcAc
Announce Post: https://forums.unrealengine.com/showthread.php?134190 In thisss livestream, the development team from Sumo Digital is joining usss for an extr...
at 13:30
Sorry probably easy question but: How can you call a function of a selfmade actor class in another blueprint?
With a variable of that class
Is it Cast To?
there is no rtx stuff in it :(
What is everyones obsession with the Rooster Teeth Expo? ๐
๐ค
๐
Greetings all!
Currently working on a runner that's 2,5D
I get it
Added a sprinting control, but would like to understand how I can use Blueprints to create a sort of "stamina" variable that exhausts upon holding in the button and what not, if any of you awesome fold would be willing to help out. (YouTube's a last resort, saving data here xD)
folk*
tick -> if holding button -> decrease float at decay rate * delta seconds
if not holding button -> increase float at regen rate * delta seconds
@whole quarry what?
its a brush pack
I want to sculpt with it and sell the sculpted and textured model
thats no issue.
@polar hawk wouldn't that decrease it even if he's standing still?
question has no mention of standing still
well, idk, he did say "sprinting", now I'm not much of a runner, but I think it implies movement ๐
the core of it is something that exhausts when holding in a button
besides
the rest of it is gravy on top of it
if he can get a button to decrease and increase
he can add a conditional to check speed or whatever
he should also probably check if player is holding the key and that player isn't in a vehicle or mid air or something yes
one step at a time
yeah that's my problem, I'm a UE4 noob and can't keep up consistency, just overwhelm myself every time :c
The easiest solution is to just not add in the feature. You solve the problem of figuring it out and you can't overwhelm yourself if you never do anything ๐
@plush yew always be super cautious when someone shares CC0
it could be ripped from somewhere
people do stupid stuff like that all the time
ah
also, reselling stuff others shared for free... yeah... there's a special place in hell for people like those ๐
this is the thing
Why do you even need "games" inside the lootboxes?
@grim ore yes, this is what I tell myself and spend days doing nothing at all... can't make mistakes that way!
@cursive dirge what do you think?
@cursive dirge you there?
what are the chances its ripped?
so, can UE4 bake modular mesh/skel.mesh (where each piece has its own material and texture) into one mesh with single material and texture atlas? Or should I do that in 3D app ?
@fierce tulip that's something else entirely
There is a plugin that imports Quake 1 levels into UE4.. Upon import geometry is split into separate meshes, with unique materials and textures. That's a lot of drawcalls I don't need. Selecting sections and "baking" them into one mesh is what I need. When that happens, I'd like to have 1 material per such "baked" / joined mesh and 1 texture atlas.
Or
Baking complex material / textures (Paragon?) down to a simple 1 mat / 1 texture
Hey Iโm brand new to unreal, are there tutorials you could recommend? I know I could use google but Iโd rather get information from you guys because there may be specific things I should learn first.
Start with the basics, figure out what you want to do, break it down into what you need to learn, learn that, repeat back to step 1
The official tutorials/docs are a good start until you figure out what you need to learn then google that topic or find it in the docs
Thx @grim ore
If I have a component attached to my 3rd person character does anyone know how I can get the location of the camera inside the attached component IN C++
Newbie question: I launched my project, mouse pointer does not show up, I can't click the interface widget I made. Please advise
Uploaded a 3D model from blender and it uploaded into 3 separate models how can i fix this?
Silly me i found that there is a combine meshes checkbox when trying to import
yup, that'll do it ๐
question: I'm getting a lot of queued ticks, how do I see which classes are causing it
and/or why
Hi guys, is it possible to insert LOD between 2 other ones inside ue4?
@paper kernel add cycle counters in the (you think) problematic classes/methods. Boot up the profiler and see what could be causing it.
set smoothing group to edge or faces in the export settings
O my god thankyou
Anyone know offhand what mobile phones these days take for icon resolution? 32x32?
@high stone iirc the Developer consoles (i.e. Google Play) have dimension requirements for that kind of stuff
also in the Project Settings in UE4 its noted what the dimensions are
Found it. (: 76x76. That's much better!
Hi guys,what does it change if I put the LOD mode in Foliage mode instead of None?
then it uses LODs?
Hi, I mean, when I go into the static mesh editor, I can change LOD group to something else than none; Foliage for instance, what does that change?
Using LOD Groups Using LOD Groups is the preferred way to create LODs inside UE4 with the Automatic LOD tool. In the following section, we will go over how you go about setting up and using LOD groups in your UE4 projects. https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration
Seems like its for the Automatic LOD tool
what does it say when you hover your mouse over it?
It seams that it changes the way that the engine handles LOD switches. Because when I set it to foliage, the switches seems to not caring of the values that I put inside of the screen percentage, it handles it differently...
When I hover my mouse it doesn't say anything unfortunately :/
Why are my animations not working
i forgot my crystal orb
@torn acorn Easy, the moon is renewing towards a new full moon, the low sun light reflection bounces of from earth and hits jupiter. Due to the gasses of jupiter, only a partial fraction of the light is returned which Earth captures just a tiny bit from. This enters the atmosphere and goes right in to your computer, corrupting the animation
Lol
Hi guy.Ladies I'm using the Victory and Advanced Sessions Plugin and my Build is coming up with this Error
UATHelper: Packaging (Windows (64-bit)): C:\ORB\Plugins\VictoryPlugin20\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.
PackagingResults: Warning: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.
Could anyone guide me in the right direction,
the error is kinda spoiling it: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.
i know i built the Plugin built the engine still not having any joy
useless plugins have changed in 4.20 doing everything the same
did you verify it being there?
That's the thing its not there lol, I've built it so many times, Just wondered if i was missing something, (Well i am missing something but don know what )
well, it says C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public is missing
might want to look in to that
Dont uwe vic bp lib plugin its trash
i only use it for sting to config file, Server Name and player slots, certain game settings so users can set up there servers the way they want
but saying that i still cannot get my head round reference file crap lol
@whole quarry shit man that was funny
You nees to specify what is not working, we dont know what you did
cant help if you dont give information @torn acorn
Ok here is what happened i was following a tutorial in youtue and the tutorial gave me files for practice
Then after getting the files i tried to import it
But when i impprted it i got errors and some of the filesdidnt show
:(
And some fileswho had animation didnt animate
ah, well, you need to contact in that case the youtuber who made the files
maybe you need to change some import settings or something
so it has problems importing the model
There is a plugin that imports Quake 1 levels into UE4.. Upon import geometry is split into separate meshes, with unique materials and textures. That's a lot of drawcalls I don't need. Selecting sections of the level and "baking" them into one mesh is what I need. When that happens, I'd like to have 1 material per such "baked" / joined mesh and 1 texture atlas.
Or
Baking complex material / textures (Paragon?) down to a simple 1 mat / 1 texture. How do I do that in UE4 ? (that is if UE4 can do that)
you can't bake complex materials to a single texture
you use masks to define different areas on the mesh and then blend textures based on those
that's... what UE4 does by default. I need to simplify it by baking it down.
I am guessing this is it https://forums.unrealengine.com/unreal-engine/events/120442-training-livestream-baking-materials-to-textures-june-13-live-from-epic-hq?147444= ?
Trade Shows, Livestreams, Dev Tours, Workshops, and Other Official Unreal Engine Events.
hello guys I have a problem I follow this tutorial but when I made the bp for the check box it doesn't work-why?
Hello everyone, today we will work on Hosting a Game over Steam or LAN. Next will be a server Browser and a party system ____________________________________...
tis is the tutorial
this is the bp of the tutorial
my is the same
not sure what your problem is, but just a little tip
you dont really need branch
u can drive the bool to set the values
by inverting it
just lil tip!
he shows here so I will follow him
the problem is when I start the game I Must to can to check or uncheck where it writes "Use Steam" but I can't choose check or uncheck ๐ฆ
this is the problem
here
I fixed
wow
omg
@pallid compass do not deviate from the tutorial steps! 
question: can I intercept a interface message with actorcomponent, if it's present?
or what would be an alternative solution
or should I just check is the component present before doing the interface call?
i'm getting no screenspace reflections either outside my lightmass importance volume, or when i fly out of range of all my reflection capture spheres. anyone have an idea what's going on?
Is it really necessary to make texture atlases? My 4k textures twke about 10mb in the memory and tge 1k ones take only 1mb. Isnt it better to have 4 1k textures instead of an atlas to store the four of them?
@radiant fable aren't those screen space reflections at the start there?
texture atlasses arent that beneficial in ue4
Okay good news, i guess to save memory it's better to manage the RBGA channels in order to recompose textures. My texture stream8ng pool is full when I arrive at 600mb, Is it reasonable?
@radiant fable looks fine to me
the SSR are visible on the lower part of your mesh. the ground is reflected on your mesh
th big drawback with SSR is that it doesn't work with stuff that's not on the screen. that's why it's mostly black at the end there.
Hence the name SCREENSPACE Reflection
why arent texture atlas that beneficial?
as you'd load the same texture for each tile of that atlass if they are in your scene, wich results in a bigger load than just the simple textures
as you'd load the same texture for each tile of that atlass if they are in your scene, wich results in a bigger load than just the simple textures
or worse, only 10% of that atlass and you are wasting memory
@brittle gulch avoid alpha where possible, as it takes up same amount as RGB combined.
Oh really? No alpha? That's good to know, it's not what I've heard before so I'm glad I know it now. So the best would be only having RGB textures even if it multiplies the amount of textures at the end. And what do you think if I split a 4k textures in 4 1k texturesand I combine them into the material with some texture coordinate maths. Is it a good trick or not at all?
Idk if the question I asked in #editor-scripting is in the right place ^^'
thanks guys, perhaps ssr is functioning, its still odd my top reflections go black, they shouod be reflecting the sky portion of the screen. perhaps its my volumetric light samples, rebuilding all
in case its always sky above, you could fake it, as an alternative..
@brittle gulch it depends on what you need. you can channel pack grayscales into RGB, but if you need accurate detail, or no compression artifacts its sometimes better to save grayscales as alpha. as for something like you are showing, if that is one image, I'd just keep it a 4k albedo
okay, maybe for opacity, heightmap, specular and roughness, some grayscale textures stored as packed RGB is enough. But as soon as it's been used for more complex purposes, like fx or shader effect, it may be better to store them in alpha right?
yea, though again also depends on your needs
Yeah sure. Thanks for those infos.
BTW I have a question about foliage, I have a lot of grass and plants made with simple planes and opacity masks. However, my shader complexity really tends to the pink/white. So I thought, to avoid that, I could define more the plants with real geometry, but then I'm afraid that the vertex count will hit very huge numbers (like 50 - 100 M maybe)! What do you think?
use masked + 2 sided foliage material, and yea try to keep the masked out bits out of the mesh as well
tri-counts are less of a worry than loads of overdraw
you should be able to find quite some documentation trough google me thinks
Okay good, I thought tri counts were more important, glad to know that I can go higher than what I already have (about 12M).
I guess I'll still have to balance between masked areas and triangles while prefering triangles over big masked areas.
I'll do my search on that, thanks again
hey
ahoy
how can I make my AI walk on walls and ceilings
the AI still needs to use the nav mesh
and the nav mesh is just like a floor
I need the AI to be able to jump and cling to ceilings
you need to set that up trough code/bp/anim/etc
yeah
but what about the nav mesh
I cant put the nav mesh on the walls and cielings
I think you won't use the built in navigation system in order to do something like that. It's just not possible, you'll have to make a custom one. Take a look at that : https://www.youtube.com/watch?v=6Vhu2NQrK_c
I don't know how it's been set up but it's worth to check it out
Now available on marketplace for free https://www.unrealengine.com/marketplace/spider-navigation A demonstation of the custom navigation system for spiders. ...
Hello, is anyone using VaRest ?
I'm installing this Plugin to my 4.20.2 Engine but it doesn't show me any VaRest nodes
hey @brittle gulch I have that but I dont understand how to make the AI use that grid
For Spider navigation I would probably go with generated spline
I've been trying to but the entire shader code structure has been changed since
what do you mean @paper kernel ?
so what did you use